Games - Slovakia

  • Slovakia
  • Revenue in the Games market in Slovakia is forecasted to reach US$276.60m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.91%, leading to a projected market volume of US$368.50m by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is projected to reach 1.6m users by 2029.
  • User penetration is expected to be 25.1% in 2024 and is forecasted to increase to 28.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • Slovakia's growing interest in eSports tournaments and online gaming platforms is reshaping the landscape of the gaming market in the country.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Slovakia has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Slovakia has seen a shift in customer preferences towards digital gaming platforms, with an increasing number of gamers opting for online and mobile gaming. This can be attributed to the convenience and accessibility offered by these platforms, allowing gamers to play anytime and anywhere. Additionally, there has been a growing interest in multiplayer and competitive gaming, with more players engaging in online gaming communities and participating in esports tournaments.

Trends in the market:
One of the key trends in the Games market in Slovakia is the rise of mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet, mobile gaming has become a popular choice among gamers in the country. This trend is expected to continue as mobile devices become more powerful and gaming experiences on these platforms improve. Another trend in the market is the growing popularity of virtual reality (VR) gaming. VR technology has advanced significantly in recent years, offering immersive and realistic gaming experiences. This has attracted a niche group of gamers in Slovakia who are willing to invest in VR headsets and accessories to enhance their gaming experiences.

Local special circumstances:
Slovakia has a strong gaming community, with a number of local game developers and studios gaining recognition both domestically and internationally. This has contributed to the growth of the Games market in the country, as homegrown games appeal to the local audience and also attract gamers from other countries. The presence of these local developers has also led to the establishment of gaming events and conferences in Slovakia, further promoting the industry and fostering collaboration within the gaming community.

Underlying macroeconomic factors:
The growth of the Games market in Slovakia can also be attributed to underlying macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income and consumer spending. This has allowed more individuals to invest in gaming consoles, PCs, and other gaming devices, driving the demand for games and gaming accessories. Furthermore, the government of Slovakia has been supportive of the gaming industry, providing incentives and funding opportunities for local game developers. This has encouraged the growth of the industry and attracted foreign investment, leading to the development of high-quality games and innovative gaming technologies. In conclusion, the Games market in Slovakia is experiencing growth due to changing customer preferences, including a shift towards online and mobile gaming, as well as the rising popularity of virtual reality gaming. The presence of a strong gaming community and government support for the industry have also contributed to the market's development. With the continued advancement of technology and the increasing interest in gaming, the Games market in Slovakia is expected to continue to thrive in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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